battle-fetch: migrate to user.games.battle ConnectRPC command
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The Phase 27 BattleViewer was the last UI surface still issuing raw
fetch() against the backend REST contract (`/api/v1/user/games/...
/battles/...`). The dev-deploy gateway never proxied that path, so
the viewer worked only in tools/local-dev/. Move it onto the signed
ConnectRPC channel every other authenticated surface already uses.
Wire pieces:
- FBS GameBattleRequest in pkg/schema/fbs/battle.fbs, regenerated
Go + TS bindings.
- MessageTypeUserGamesBattle constant + GameBattleRequest struct in
pkg/model/report/messages.go.
- pkg/transcoder/battle.go gains GameBattleRequestToPayload and
PayloadToGameBattleRequest helpers.
- gateway games_commands.go switches on the new message type and
GETs /api/v1/user/games/{id}/battles/{turn}/{battle_id}; the JSON
response is re-encoded as a FlatBuffers BattleReport before being
returned. 404 from backend surfaces as the canonical `not_found`
gateway error.
- ui/frontend/src/api/battle-fetch.ts now builds the FBS request,
calls GalaxyClient.executeCommand, and decodes the FBS response
into the existing UI shape (Record<string,string> race/ship maps,
string-form UUID). BattleFetchError carries an HTTP-style status
derived from the result code so the active-view's not_found branch
keeps working.
- battle.svelte pulls the GalaxyClient from the in-game shell
context. While the layout's boot Promise.all is in flight the
effect stays in `loading` until the client handle becomes
non-null.
- ui/Makefile FBS_INPUTS gains battle.fbs.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
@@ -0,0 +1,96 @@
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// Code generated by the FlatBuffers compiler. DO NOT EDIT.
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package battle
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import (
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flatbuffers "github.com/google/flatbuffers/go"
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)
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type GameBattleRequest struct {
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_tab flatbuffers.Table
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}
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func GetRootAsGameBattleRequest(buf []byte, offset flatbuffers.UOffsetT) *GameBattleRequest {
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n := flatbuffers.GetUOffsetT(buf[offset:])
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x := &GameBattleRequest{}
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x.Init(buf, n+offset)
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return x
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}
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func FinishGameBattleRequestBuffer(builder *flatbuffers.Builder, offset flatbuffers.UOffsetT) {
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builder.Finish(offset)
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}
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func GetSizePrefixedRootAsGameBattleRequest(buf []byte, offset flatbuffers.UOffsetT) *GameBattleRequest {
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n := flatbuffers.GetUOffsetT(buf[offset+flatbuffers.SizeUint32:])
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x := &GameBattleRequest{}
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x.Init(buf, n+offset+flatbuffers.SizeUint32)
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return x
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}
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func FinishSizePrefixedGameBattleRequestBuffer(builder *flatbuffers.Builder, offset flatbuffers.UOffsetT) {
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builder.FinishSizePrefixed(offset)
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}
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func (rcv *GameBattleRequest) Init(buf []byte, i flatbuffers.UOffsetT) {
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rcv._tab.Bytes = buf
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rcv._tab.Pos = i
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}
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func (rcv *GameBattleRequest) Table() flatbuffers.Table {
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return rcv._tab
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}
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func (rcv *GameBattleRequest) GameId(obj *UUID) *UUID {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(4))
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if o != 0 {
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x := o + rcv._tab.Pos
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if obj == nil {
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obj = new(UUID)
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}
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obj.Init(rcv._tab.Bytes, x)
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return obj
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}
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return nil
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}
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func (rcv *GameBattleRequest) Turn() uint32 {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(6))
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if o != 0 {
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return rcv._tab.GetUint32(o + rcv._tab.Pos)
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}
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return 0
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}
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func (rcv *GameBattleRequest) MutateTurn(n uint32) bool {
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return rcv._tab.MutateUint32Slot(6, n)
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}
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func (rcv *GameBattleRequest) BattleId(obj *UUID) *UUID {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(8))
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if o != 0 {
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x := o + rcv._tab.Pos
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if obj == nil {
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obj = new(UUID)
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}
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obj.Init(rcv._tab.Bytes, x)
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return obj
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}
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return nil
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}
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func GameBattleRequestStart(builder *flatbuffers.Builder) {
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builder.StartObject(3)
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}
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func GameBattleRequestAddGameId(builder *flatbuffers.Builder, gameId flatbuffers.UOffsetT) {
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builder.PrependStructSlot(0, flatbuffers.UOffsetT(gameId), 0)
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}
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func GameBattleRequestAddTurn(builder *flatbuffers.Builder, turn uint32) {
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builder.PrependUint32Slot(1, turn, 0)
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}
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func GameBattleRequestAddBattleId(builder *flatbuffers.Builder, battleId flatbuffers.UOffsetT) {
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builder.PrependStructSlot(2, flatbuffers.UOffsetT(battleId), 0)
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}
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func GameBattleRequestEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT {
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return builder.EndObject()
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}
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